{
namespace Internal
{
+namespace
+{
+VisualFactoryCache::ShaderType SHADER_TYPE_TABLE[6] =
+{
+ VisualFactoryCache::COLOR_SHADER,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER,
+ VisualFactoryCache::COLOR_SHADER_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_BORDERLINE,
+ VisualFactoryCache::COLOR_SHADER_BLUR_EDGE,
+ VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER_BLUR_EDGE,
+};
+
+// enum of required list when we select shader
+enum ColorVisualRequireFlag
+{
+ DEFAULT = 0,
+ ROUNDED_CORNER = 1 << 0,
+ BORDERLINE = 1 << 1,
+ BLUR = 1 << 2,
+};
+} // unnamed namespace
ColorVisualPtr ColorVisual::New(VisualFactoryCache& factoryCache, const Property::Map& properties)
{
ColorVisualPtr colorVisualPtr(new ColorVisual(factoryCache));
: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR),
mBlurRadius(0.0f),
mBlurRadiusIndex(Property::INVALID_INDEX),
- mNeedBlurRadius(false)
+ mAlwaysUsingBlurRadius(false)
{
}
{
if(mImpl->mRenderer)
{
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer.SetShader(shader);
}
}
{
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- Shader shader = GetShader();
+ Shader shader = GenerateShader();
mImpl->mRenderer = Renderer::New(geometry, shader);
mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
-Shader ColorVisual::GetShader()
+Shader ColorVisual::GenerateShader() const
{
Shader shader;
- if(!EqualsZero(mBlurRadius) || mNeedBlurRadius)
+ VisualFactoryCache::ShaderType shaderType;
+
+ bool roundedCorner = IsRoundedCornerRequired();
+ bool borderline = IsBorderlineRequired();
+ bool blur = !EqualsZero(mBlurRadius) || mAlwaysUsingBlurRadius;
+ int shaderTypeFlag = ColorVisualRequireFlag::DEFAULT;
+
+ if(roundedCorner)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER_BLUR_EDGE);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_BLUR_EDGE_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER_BLUR_EDGE, shader);
- }
+ shaderTypeFlag |= ColorVisualRequireFlag::ROUNDED_CORNER;
}
- else if(!IsRoundedCornerRequired())
+ if(blur)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER);
- if(!shader)
- {
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER, shader);
- }
+ // If we use blur, just ignore borderline
+ borderline = false;
+ shaderTypeFlag |= ColorVisualRequireFlag::BLUR;
}
- else
+ if(borderline)
{
- shader = mFactoryCache.GetShader(VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER);
- if(!shader)
+ shaderTypeFlag |= ColorVisualRequireFlag::BORDERLINE;
+ }
+
+ shaderType = SHADER_TYPE_TABLE[shaderTypeFlag];
+ shader = mFactoryCache.GetShader(shaderType);
+ if(!shader)
+ {
+ std::string vertexShaderPrefixList;
+ std::string fragmentShaderPrefixList;
+ if(roundedCorner)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_ROUNDED_CORNER 1\n";
+ }
+ if(blur)
{
- shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_VERT.data(), Dali::Shader::GetFragmentShaderPrefix() + SHADER_COLOR_VISUAL_ROUNDED_CORNER_SHADER_FRAG.data());
- mFactoryCache.SaveShader(VisualFactoryCache::COLOR_SHADER_ROUNDED_CORNER, shader);
+ vertexShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BLUR 1\n";
}
+ if(borderline)
+ {
+ vertexShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ fragmentShaderPrefixList += "#define IS_REQUIRED_BORDERLINE 1\n";
+ }
+ shader = Shader::New(Dali::Shader::GetVertexShaderPrefix() + vertexShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_VERT.data(),
+ Dali::Shader::GetFragmentShaderPrefix() + fragmentShaderPrefixList + SHADER_COLOR_VISUAL_SHADER_FRAG.data());
+ mFactoryCache.SaveShader(shaderType, shader);
}
return shader;
{
mBlurRadiusIndex = mImpl->mRenderer.RegisterProperty(DevelColorVisual::Property::BLUR_RADIUS, BLUR_RADIUS_NAME, mBlurRadius);
- mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
+ // Blur is animated now. we always have to use blur feature.
+ mAlwaysUsingBlurRadius = true;
- mNeedBlurRadius = true;
+ mImpl->mRenderer.SetProperty(Renderer::Property::BLEND_MODE, BlendMode::ON);
// Change shader
UpdateShader();